FINAL FANTASY RESONANCE is eight chapters long, and every place on the world map carries a Recommended Level that tells you what waits inside. This FINAL FANTASY RESONANCE walkthrough is the map of the whole run; the detail for the first chapter is on the chapter 1 walkthrough page.

FINAL FANTASY RESONANCE walkthrough, chapter by chapter

ChapterTitleRecommended levelEnds with
PrologueThe Battlefield—Iron Giant, level 40
1Tailing the Truth3-11Siren, level 11
2Eternal Blue13-18Aether at the Wind Shrine, level 18
3Wardens of the Aquapolis20-26Alluvion at the Water Shrine, level 26
4Banner Oath26-31Lazarov at Zoldaad Castle, level 30
5Scars of Time34-39Tellus at the Tower of Mysidia, level 39
6Tranquility40-43Gelidus at Sanctissimus Shrine, level 43
7Reckoning46-50Umbra in the Wandering Lands, level 50
8Beyond Hope55Chaotic Darkness, level 55

Two chapters change how the rest of the game opens. Chapter 4 is where the Colosseum opens, with the first objective "Go to Mozul Station", and chapter 5 is where the airship opens, which carries you to Olderion, Mysidia, Zoldaad and Gronoa.

The prologue on the Battlefield

The prologue puts you in control of Dark Fina alone, at level 55, with no random battles, no chests and no save point. The fights are all scripted, and the game opens its six How to Play lessons here:

  • Two Soldiers and a Shock Trooper, levels 30 to 33.
  • Two Magitek Armors, level 30.
  • Cutting Edge Magitek Weapon, level 35.
  • Iron Giant, level 40, with 89,999 HP, weak to Lightning and Water. After its second action the only command left is to summon Bahamut, and that summon is not held back by the usual damage cap.

The three points of no return

The game warns you three times before a stretch you cannot walk out of: the Mobliz Shipyard in chapter 2, the Old Town of Olderion in chapter 3, and the Crystal Tower in chapter 8. Only the last is final, and the game answers it. After the ending it offers to save your cleared game, and that save resumes just before the final area with the whole world open.

Nothing in the story is missable. All 99 Tablet Shards can still be picked up after the ending, no side quest closes as the story advances, and no trophy depends on a dialogue answer. The opening chapter in detail, with its 18 objectives, is on the chapter 1 walkthrough page.

Six places with no door on the world map

Six locations have no world map entrance and need a specific way back in:

PlaceHow you get back
Zoldaad CastleFrom Zoldaad Castle Plaza
The Dungeon under the castleFrom Zoldaad Castle
The Underground TunnelFrom the Dungeon
The Imperial ResidencesThe capital's train, from any district of Zoldaad
The Arcane LibraryFrom Mysidia
Fina's PsycheThe magic book in the Tower of Mysidia

What comes after the ending

There is no New Game Plus. The story ends at the Crystal Tower and the endgame takes over: the Colosseum's Champion League, the 12 Legendary Arms ultimate trials, Ultima Weapon after the credits, the remaining cave masters and espers, and the last Tablet Shards. The Champion League is on the Colosseum page.

How long the run takes

The main scenario takes roughly 20 to 40 hours depending on how carefully you read it, and a complete run with the side content, the Colosseum and the 12 Legendary Arms trials pushes towards 70 hours. The side quests are the biggest single block of optional time, and they are the same 33 every run because none of them expire.